Overview
The charismatic Dr. Faust is a fine choice for a player looking for a simple, yet strong character focused on space control and a little luck.
Faust is a fundamentals based spacing character who aims to dominate neutral via long/range normals and items thrown with item tossGuard:
Startup:
Recovery:
Total 23 [35]Advantage:
. He also rules the skies with very good air normals, making it very difficult for the opponent to find an opening, even without being hampered by items. Faust can also run strong mixups with a command grab (proximity unblockable) and a variety of overheads which, combined with various items, make for a deadly okizeme game. If he's lucky, the items Faust tosses out can shift the game in his favor, ranging from moving hitboxes or large projectiles that can defend him, to status effects, food, and jump pads. With all these abilities combined, Faust is capable of creating very chaotic games.
On the other hand, Faust is held back by fairly slow normals, making countering the opponent a bit more difficult. He also does not have very strong defensive options if his opponent steals a turn, and his taller hitbox, slow airdash, and long wakeup means escaping pressure is a more uphill battle for Faust than other characters.
Overall, Faust has both straight-forward combos and a simple game plan which makes him a strong choice for beginners to pick up, while the focus on fundamentals and adaptation means he's also difficult to master.
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Defense |
x1.00 |
Guts Rating |
0 |
Weight |
[100] Medium |
Stun Resistance |
65 |
Prejump |
3F |
Backdash |
13F (1~7F invuln) |
Wakeup Timing |
25F (Face Up)/ 29F (Face Down) |
Unique Movement Options |
Crawl Slow Air Dash |
Fastest Attack |
5P (6F), 214H (5F) |
Reversals |
5D (1-11F Strike), 236236S (11+1F) |
Faust is a spacing character that uses long ranged normals and random items to keep his opponent at bay.
- Spicy Zoning: Faust's scalpel normals (like f.S
Guard:
MidStartup:
11Recovery:
18Advantage:
-8, 5HGuard:
MidStartup:
9Recovery:
17Advantage:
-2 and especially j.HGuard:
High / AirStartup:
9Recovery:
12Advantage:
) control space on the ground with ease. Against airborne opponents, Faust has 5KGuard:
MidStartup:
7Recovery:
11Advantage:
-5 and 6PGuard:
MidStartup:
7Recovery:
23Advantage:
-12 to swat opponents out of the sky. Approaching him at all can be difficult. - Items: Item Toss
Guard:
Startup:
Recovery:
Total 23 [35]Advantage:
throws out a randomized item from Faust's arsenal, all of which give him good options for controlling the screen. Many of Faust's items are excellent and benefit him greatly. - Mix-Ups: With an instant overhead
Guard:
AllStartup:
12Recovery:
4 After LandingAdvantage:
, proximity unblockableGuard:
Unblockable: 175000, All*7Startup:
5Recovery:
12Advantage:
, and a multi-hit jump cancellable lowGuard:
LowStartup:
7Recovery:
5Advantage:
+1, Faust bathes in excellent mixup tools. - Surprisingly Good Pressure: For a zoner, Faust has great pressure since most of his moves are jump-cancellable. Huge blockstun on j.2K and corner control using anti-airs and items make him rather fearsome once he's gotten a knockdown.
- Excellent Defense: Faust can go over numerous attacks given a 4 to 6 frame window thanks to a defensive jump > j.2K and a good rising hurtbox. Furthermore, he has an invulnerable 5D
Guard:
HighStartup:
26Recovery:
15Advantage:
-3 that can be YRC'ed. - Low Profile: Fausts crawl allows him to go under many high hitting normals that opponents may attempt to use both in pressure and in neutral, giving Faust unique options to go around many characters options in neutral
- Long Body: Large hurtbox while getting hit makes him subject to many strong combos, even with his average defensive stats.
- Slow and Thin Normals: His fastest normal
Guard:
MidStartup:
6Recovery:
6Advantage:
+2 has 6 frames of start up, which is 1 frame more than the average character, and many attacks have lengthy recovery that can allow a savvy opponent to approach Faust if he's reckless with his pokes. Their narrow hitboxes also make them easy to low-profile, particular by characters such as Sol - Airdash: Faust's unique airdash is much longer than average, and can often make escaping the corner against tighter pressure more difficult than other characters, though it can be cancelled into his Faultless Defense Cancel throughout much of the duration to make anti-airing Faust less predictable than it would be otherwise
- Lengthy Wakeup: Faust's Face-Down wakeup time is quite long, subjecting Faust to character specific okizeme that may be much more difficult for him to escape than for other characters.
Normal Moves
5P
1 frame faster than 2P and has good range for a jab. Useful for keeping up pressure, starting combos, and anything else you'd expect a jab to do.
Goes into c.S, f.S and 2S on normal hit. Will CH into 2H, and counter/croucher hits into 2D.
- Can be 6P'd or low profiled by some characters, such as Sol.
- Jump cancellable
Gatling Options: c.S, f.S, 2S, 2H, 6H, 2D, 5D
5K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
30 | Mid | 7 | 8 | 11 | -5 |
An amazing jump-checker and anti-air that can catch IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.s or space against taller characters.
Because it has several active frames and recovers quickly, its a great move to keep on hand in neutral, though opponents can usually run under it pretty easily. Converting off of 5K can greatly increase Faust's damage output, as it can be combo'd into a PogoGuard:
MidStartup:
17Recovery:
7Advantage:
+3 ender.
Combos into all of its gatlings except 5D on normal grounded hit, and can be jump cancelled for quick conversions off anti-air hits.
- Knockback/wall-stick on counter hit
Gatling Options: c.S, f.S, 2S, 5H, 2H, 2D, 5D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 10 | 7 |
c.S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
30 | Mid | 8 | 6 | 6 | +2 |
Usually a segue in gatlings and combos, as it goes into knockdowns or pogoGuard:
MidStartup:
17Recovery:
7Advantage:
+3 easily. Can be useful to end pressure on because it's +2 on block, but can be awkward to try to use raw because its input coincides with the much lengthier f.S.
Combos into every gatling except 5D, although there is no real reason to go into 2H over 5H in combos.
- Jump cancellable
Gatling Options: 5P, f.S, 2S, 5H, 2H, 2D, 5D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 10 | 7 |
f.S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
34 | Mid | 11 | 4 | 18 | -8 |
Faust's most notorious long poke and dominant neutral option. Has high recovery, so watch for jumping and make sure it tags the opponent. Some characters can low profile or 6P it. Despite this, f.S is an absolute staple in Faust's arsenal. Cancelling max range f.S into item throwGuard:
Startup:
Recovery:
Total 23 [35]Advantage:
is a great way to get Faust's game started.
While it technically combos into 5H, most of the time the pushback on hit or sheer range difference will cause it to whiff.
- f.S RRC into 41236K
Guard:
MidStartup:
21Recovery:
18Advantage:
-11 gives Faust a VERY long ranged combo starter. - Can be YRC'd during its startup if you need to abort mission, which is also useful for f.S OSRCing f.S at a certain timing will YRC on whiff or RRC on hit
Gatling Options: 5H, 5D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial: 90% | 2 | 10 | 7 |
5H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
24×3 | Mid | 9 | 2,2,2 | 17 | -2 |
Usually just used in combos, it can be an okay midrange poke to use when you are too close for f.S. 5H is one of 3 of Faust's moves that will combo into 236S and if you get a counter hit, 41236K.
Combos into 2D at almost every range, but will also go straight to PogoGuard:
MidStartup:
17Recovery:
7Advantage:
+3 at every range, which is more useful pretty much every time.
- Hits 3 times total, which can be situationally useful.
Gatling Options: 2D, 5D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | 14 | 6 |
5D
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
5D | 25 | High | 26 | 2 | 15 | -3 | 1~11F Strike 24~29F Reflect 40~42F Strike |
5D Reflect | 10 [20] | All | 1 |
The closest thing to a meterless reversal Faust has, but try to only use if you see something with a long whiff recovery. One frame slower than his other grounded overhead; It's shorter, and a bit easier to see, but it doesn't suffer as much recovery on whiff. Faust can also use 5D to bat items he throws out at various angles.
- Cannot be cancelled except on hit into homing dash/jump.
- You can YRC it early if all you need is ~11f of strike invuln.
- Reflect
5D can also be used to bat opponents' projectiles as well. This will nullify their projectile and create a baseball which will fly toward the opponent at an upward angle, and if it hits them, you get to laugh. However, since the startup is so long, it's difficult to time this properly or use it effectively.
Also, in the case of multi-hitting projectiles, you can only bat the first hit and you'll get hit by the rest. Whether that trade and reset is to Faust's advantage is very situational.
- Values in [ ] are when Faust reflects on first 2 possible frames.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5D | Initial: 80% | 2 | 10 | 20 | ||||||||||||||||||||||||||||||||||||
5D Reflect | 0 [2] | 3 | 8 [7] |
5D:
- On successful reflect, immediately creates a Reflect Projectile
5D Reflect:
- Values in [ ] are when projectile is reflected on first 2 possible frames (24-25)
6P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
32 | Mid | 7 | 3 | 23 | -12 | 1~6 Above Knees |
Another of Faust's many good anti-airs. Blessed with above-knees invincibility, but be wary, as it ends 1 frame before the move goes active. While it's great as an anti-air, it lacks a significant horizontal hitbox and can be gone under easily in some situations.
Has no gatlings, is super minus on block, and leaves Faust wide open on whiff. Use with care.
- Usually trades advantageously. Can follow up with 5K.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 10 | 7 |
6H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
70 | High | 25 | 9 | 45 | -35 |
Standing overhead with an odd starting animation that catches many off guard.
6H is an extremely long range overhead that leads to huge damage as a starter. Slightly faster than his other grounded overhead, but not as fast as drill cancelFaultless Defense startup cancel of j.2K j.K. It's a very tempting move to throw out, but be careful as it has huge recovery on whiff, and can be very punishable if not canceled.
One of 3 moves that will combo into 236S on normal hit, and if you get a counter hit, 41236K.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial: 90% | 4 | 28 | 6 |
2P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
12 | Low | 7 | 2 | 7 | +1 |
A great little poke with decent range and hits low. It's Faust's fastest low, and can enable frame traps, tick throws, empty jumps, and any other mixup you can think of. Use as often as you can.
Can ONLY combo into 2S, even on counter-hit. Not a bad thing as you can get PogoGuard:
MidStartup:
17Recovery:
7Advantage:
+3 from that, or just frametrap your way into other gatlings.
Gatling Options: 2S, 2H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial: 70% | 0 | 3 | 8 |
2K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
12×3 | Low | 7 | 3,3,6 | 5 | +1 |
2K has 3 parts that all hit low. It's Faust's best meatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals., great for frame traps, can be used on occasion as an anti-air, and can even be used to bait bursts. It's the epitome of versatility with its only downside being that it really doesn't function as a poke.
Combos into f.S or 5H off any raw hit (though you can't be in range to hit with the first and do f.S). Will ONLY combo to 2D on counter-hit, and only if it was the third hit. Links into 2P for combo after the third hit.
- All hits can be jump cancelled.
- Gatling to f.S won't come out if you're too close to the opponent
Gatling Options: f.S, 5H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial: 80% | 1 | 6 | 7 |
2S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
28 | Mid | 9 | 9 | 12 | -7 |
An OK anti-air among many great ones, 2S is usually only used in combos, particularly into air combos. It's minus 7 on block, so try not to end pressure with it, and make sure you are in range when you use it.
On the ground you can always confirm 5H or 2H to get into pogoGuard:
MidStartup:
17Recovery:
7Advantage:
+3. Also confirms 2D naturally.
- Jump cancellable
Gatling Options: 5H, 2H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 10 | 7 |
2H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
40 | Low | 14 | 2 | 25 | -8 |
2H hits low, which can be a great toe-checker in corner pressure, but as a poke it still plays second cousin to f.S, though 2H will beat out 6P attempts. Gets good damage in combos, and is one of 3 of Faust's moves that will naturally combo into 236S, and if you get a counter hit, 41236K.
Gatling Options: 6P, 5D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | 20 | 6 |
2D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
38 | Low | 13 | 3 | 23 | -12 |
As with all other 2Ds it'll knockdown, so it's a good way to start oki. Slightly shorter than 2H so it's a bit less useful as an extended low, but it'll combo after 5P on crouching opponents which is good at certain ranges.
If 2D hits, then cancelling into item, normal jumping forward, and doing a deep j.K or j.S is a safe jump.
- Jump and special cancellable
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 10 | 7 |
j.P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
13 | High / Air | 7 | 6 | 6 |
Mid-air jab, though j.K usually does j.P's job better. Recovers quickly though, so can be useful as a visual facade to catch opponents with j.H. Can keep your opponent blocking with j.P j.K j.P j.K etc.
Combos into j.K or j.H on hit, but it's generally best to use j.K as you can use it to start combos or make someone block forever.
Gatling Options: j.K, j.S, j.H, j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 3 | 8 |
j.K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
20 | High / Air | 7 | 5 | 18 |
A great jump in, and the button to use after a instant air drill cancel for an overhead (see general strategy).
While it can combo into any of its gatlings, Faust must be above the opponent to hit j.D, which may require a jump cancel. Combos into itself on jc.
- Faust's only jump cancellable air normal, important for adding hits to air combos
Gatling Options: j.P, j.S, j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial: 90% | 2 | 10 | 7 |
j.2K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
35 | All | 12 | Until Landing | 4 After Landing |
This move will send Faust twirling in a down forward angle at any point of his jump. It's a great move to use in pressure low to the ground, and will produce much hitstun on counter hit for an easy combo. It's also the "drill" in Faust's drill cancel, and it great to use after drill cancel j.K.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial: 90% | 4 | 20 | 6 |
j.S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
32 | High / Air | 14 | 3 | 20 |
j.S is usually combo filler for j.H, but it can also be used as a pre-emptive poke after a drill cancel. Its disjointed and downward hitbox can also make it an alternative jump-in option when j.K's hurtbox or j.D's landing recovery may cause problems. Combos into both of its gatlings, though the gatling to j.P is pretty much useless.
Gatling Options: j.P, j.H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 10 | 7 |
j.H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
50 | High / Air | 9 | 8 | 12 |
An amazing air-to-air zoning tool that hits like a truck to boot. If used with drill cancels, it can keep airdashers at bay, and even tag some grounded opponents.
- No way to cancel it. Your combo ender in the air.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | 14 | 6 |
j.D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
40 | High / Air | 13 | 11 | 21 + 4 Landing Recovery |
j.D is a great jump-in when directly above your opponent, and has a decent hitbox under Faust that is able to cross-up. It can be cancelled into Going My WayGuard:
AllStartup:
11Recovery:
8 After LandingAdvantage:
low to the ground, which can be safe or advantageous.
Depending on how much time you have after a knockdown, you can instant air dash > drill cancel > j.D for an ambiguous crossup, and then RC for a mixup/Damage.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 10 | 7 |
Universal Mechanics
Ground Throw
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
0,60 | Ground Throw: 78750 | 1 | +51 |
It's like most other characters' grounded throw. Creates a good amount of distance and lets Faust safely toss items.
- Combos into an OTG 2H in the corner or with a micro dash midscreen
- Can be RRC'd for good damage.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Forced: 65% | 0,4 | NA | 6, 0 |
Air Throw
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
0,55 | Air Throw: 192500 | 1 |
Has good range for an air throw and is best used when opponents are jumping to avoid items. Since air combos lead to an air tech, you can also try to catch them with this as they recover.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Forced: 65% | 0 | NA | 6, 0 |
Dead Angle Attack
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
25 | All | 9 | 4 | 20 | -10 | 1~16F Full 17~28F Throw |
Faust's 6P but fully invincible. Since Faust has little in terms of defense, DAA can be a frugal use of meter. While its large vertical hitbox lets you deal with enemies jump cancelling or attacking from the air, it has the same blindspot at the knees and below and little horizontal range. Try not to get predictable, lest you get low profiled and even potentially punished because of this.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial: 50% | 2 | 10 | 7 |
Blitz Attack
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
Blitz Attack | 50 | Mid | (15-48)+13 | 3 | 20 | -2 | 1~Button release: Blitz |
Blitz Attack Max Charge | 50 | Mid | 50+13 | 3 | 20 | +5 | 1~50F: Blitz |
Faust's defensive options without meter are a bit gimmicky, as things like jump into drill need a frame window he won't always possess. With that in mind, it's never a bad idea to keep 25 meter on hand to try to Blitz the opponent away. Using a Blitz or dead angle at the right time (early enough into a disadvantaged situation) is a small thing that can often propel Faust into the lead.
Additionally, because Faust's Gold IK is insanely fast, he is able to Blitz attacks and IK the opponent in some situations, but this is not an important foundational strategy.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Blitz Attack | Initial: 55% | 1 | ||||||||||||||||||||||||||||||||||||||
Blitz Attack Max Charge | 4 |
Blitz: [Blitz]:
Taunt (Face FLASH!)
Taunt
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
0 | Mid | 55 | 92 | 56 |
Is Faust really the notorious mass murderer Dr.Baldhead? The world may never know.
- One of Faust's two taunts
- MUST be faultless defensed
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 3 | 8 |
Special Moves
Rerere Thrust
41236K
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
41236K | 20 | Mid | 21 | 12 | 18 | -11 | |
41236K > 4 | +7 | ||||||
Pull > 236P | 40 | Mid | 7 | 12 | 12 | ||
Pull > 236P > 236P | Total 32 | 1~32F Strike | |||||
Pull > 236P > 236P > 236P | 80 | Mid | 43 | 8 | 18 | 1~40F Strike |
Thrust (also known as "Scalpel") is a combo tool used in hit confirms at longer ranges, especially on counter hit. Despite being negative, it's generally unpunishable on block.
On block, it's a great option to cancel into after long range pokes since it pushes them back, and leads to good damage if it connects. Items might ruin or change the combo, and many players will try to burst after "Pull Back" so be ready to adapt. Also, after "Pull Back" Faust can link a normal for an alternative combo, which can be useful if they hit something on the way over.
Be careful throwing it out often, because it has a lengthy recovery on whiff and can be easily low-profiled or stuffed at full range by some characters.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
41236K | 4 | 20 | 15 | |||||||||||||||||||||||||||||||||||||
41236K > 4 | ||||||||||||||||||||||||||||||||||||||||
Pull > 236P | 4 | NA | 6 | |||||||||||||||||||||||||||||||||||||
Pull > 236P > 236P | ||||||||||||||||||||||||||||||||||||||||
Pull > 236P > 236P > 236P | 4 | NA | 6 |
41236K: 41236K > 4: Pull > 236P: Pull > 236P > 236P: Pull > 236P > 236P > 236P:
- Stun: 160
Hack n' Slash
214H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
16×8 | Unblockable: 175000, All*7 | 5 | 48 | 12 |
Hack n' Slash (aka "Mettagiri") is a "proximity unblockable" which actually just functions as a handy command grab. On the first frame after inputting, the move checks if your opponent is in range and in a grabbable state (e.g. not airborne or throw invulnerable) and if they are, the move activates, otherwise you'll get the whiff animation. Once it's activated, it can catch them even if they try to jump away, but only the first hit is unblockable. Can be followed up with a meterless combo in the corner.
Although it only activates in the same situation as a throw, it's still considered a strike. This means:
- It's burstable and can be blitzed
- You do not need to FD Break while dashing to activate it
- Neither Faust nor the opponent are immune to damage from on-screen effects, you can get hit out of the attack within the first couple of frames from lingering things like Dizzy's Scythe
Guard:
AllStartup:
17Recovery:
Total 50Advantage:
-14 or even your own Bomb.- This also means you can use it to combo into things Faust is immune to, like Meteors or chibis. The damage will be scaled though.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | NA | 7 |
- On whiff, total animation 40F
Going My Way
j.236H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
18×4 | All | 11 | 28 | 8 After Landing |
Combo ender. Used primarily to cancel into after jump-ins or j.2K for gimmicks and pressure.
If you touch the ground during the animation it'll recover quickly, but if the animation finishes in the air it's extremely vulnerable.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | 20 | 8 |
- Landing recovery becomes 0F if all hits touch opponent
From the Front/Behind/Above
214P/K/S
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
214P | 44 | All | 63 | 2 | 25 | -13 | 21~42F Strike,43~52F Full,53~57F Low(Full excluding head),53~89F Throw |
214K | 44 | All | 63 | 2 | 25 | -13 | 21~42F Strike,43~52F Full,53~57F Low(Full excluding head),53~89F Throw |
214S | 38 | High | 52 | Until Landing | 32 | -26 | 21~42F Strike 43~47F Full |
All versions are punishable, all have lengthy startup, and all can be avoided or blocked by jumping diagonally and using faultless defense in the air. Front hits in front, Behind crosses them up, and Above tracks them and hits with an air unblockable overhead. Where the moves really excel lies in the fact that you can YRC them before or after the teleport. This lets you teleport next to your opponent anywhere on screen and react to whatever they are doing for a punish. The moves are still gimmicky as hell though, so use them infrequently to maintain the surprise factor.
- Above version can be used to combo right after a character gets knocked up by a Jump Pad.
- Above version gives ground bounce on normal hit, allowing faust to convert on hit into an air combo.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214P | Initial: 80% | 2 | 10 | 7 | ||||||||||||||||||||||||||||||||||||
214K | 2 | 10 | 7 | |||||||||||||||||||||||||||||||||||||
214S | 2 | 10 | 7 |
214P:
- Item startup at 13F [25F]
- Values in [ ] are for Charged version
214K: 214S:
- Startup to hit standing Sol is 64F
- Switches to Bounce Recovery Animation on hit or block
- Bounce Recovery Animation: Until landing+6
- Frame advantage is against Sol
Spear Point Centripetal Dance
236S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
44 | Mid | 17 | 4 | 7 | +3 |
236S is a core special for combos. The move leaves Faust in Pogo Stance, which has a handbag of tricks, but if you aren't in a combo, Faust is extremely vulnerable in this stance. Can be used to crush low pokes in neutral or blockstrings. Has no low invincibility on startup so best used from further out to catch lows.
- 236S will combo after 5H, 2H, and 6H
- If you release at the fastest possible time, this move is -21 on block.
- Faust cannot block during Pogo Stance
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 10 | 10 |
- 25F onwards can cancel into followup attacks
Pogo Movement
Various commands on Pogo
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
Pogo 66 | 40 | Mid | 4 | 3 | 16 | -5 | |
Pogo 44 | 24 | Mid | 4 | 3 | 16 | -5 | |
Pogo 9 | Total 16 | ||||||
Pogo 8 | 20×n | All | 16 | 68 | 25 | ||
Pogo 2 | Total 24 | -18 |
Forward (66) can be used as an occasional frame trap, but players generally won't tolerate it for long.
Backward (44) helps you avoid some attacks when you are on the pogo, so use if you think they'll dp you or something.
Short hop (9) can bring you closer to the opponent faster than Forward can, and can get you in range for the P and S pogo moves. If you YRC the hop, you have enough space for a j.K which grants you a typical empty jump mixup.
Doctor Copter (8) is a rare combo tool, but horribly unsafe at neutral. holding up lets you fly higher and will give your opponent more time to punish.
Cancel (2) is the safest and most reliable move on pogo. You have more options on the ground, but if you are on the pogo in neutral without items, you are probably about to be punished regardless.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Pogo 66 | 2 | 10 | 7 | |||||||||||||||||||||||||||||||||||||
Pogo 44 | 2 | 10 | 7 | |||||||||||||||||||||||||||||||||||||
Pogo 9 | ||||||||||||||||||||||||||||||||||||||||
Pogo 8 | 2 | 10 | 7 | |||||||||||||||||||||||||||||||||||||
Pogo 2 |
Pogo 66: Pogo 44: Pogo 9: Pogo 8:
- Up input active frames: 84F
Pogo 2:
- Frame Advantage is fastest Spear Point Centripetal Dance >
- Cancel
Pogo Attacks
Various commands on Pogo
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
Pogo P | 32 | High | 10 | 3 | 8 | +3 | |
Pogo K | 36 | Mid | 7 | 6 | 23 | 1~6F Strike | |
Pogo [K] | 52 | Mid | 24 | 10 | 23 | 24~28F All | |
Pogo S | 36 | Low | 16 | 2 | 7 | +5 | |
Pogo [S] | 48 | Low | 32 | 10 | 7 | +2 | |
Pogo H | 14×4 | All | 13 | 28 | 23+3 After Landing | -23 | |
Pogo D | 9 | Total 17 |
Just a taste (P) can be used for some corner combos, and is the high of the h/l mixup Faust has on pogo. For an overhead it's extremely fast.
If timed well, Growing Flower (K) can sometimes beat out players trying to punish pogo stance with it's 6 frames of strike invuln.
I'm a Flower (S) is the low in Faust's high/low Pogo mixups. When YRCed is counted as mid hitting projectile instead of a low.
Going My Way (H) is what you'll usually be pressing for combos. It can catch the opponent when they try to jump towards your pogo, But don't count on it. It's horrible on block to boot.
What Could This Be? (D) is a handy and incredibly fast way to get items out while on pogo. If you are on pogo and there isn't an item out, it could be a good time to throw, but you might want to have the meter to YRC it first too.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Pogo P | 2 | 10 | 7 | |||||||||||||||||||||||||||||||||||||
Pogo K | 2 | 10 | 7 | |||||||||||||||||||||||||||||||||||||
Pogo [K] | 4 | 20 | 6 | |||||||||||||||||||||||||||||||||||||
Pogo S | 2 | 10 | 7 | |||||||||||||||||||||||||||||||||||||
Pogo [S] | 4 | 20 | 6 | |||||||||||||||||||||||||||||||||||||
Pogo H | 4 | 20 | 6 | |||||||||||||||||||||||||||||||||||||
Pogo D |
Pogo P: Pogo K:
- Stun value 64
Pogo [K]:
- Stun value 96
Pogo S:
- On YRC, becomes a Projectile that can be blocked Mid
Pogo [S]:
- On YRC, becomes a Projectile that can be blocked Mid
Pogo H: Pogo D:
Love
j.236P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
1,40 | All | 21 | Until Landing (15)3 | Total 43 |
Love (aka "Bomb Bag") is Faust's one reliable projectile, and it covers a decent angle below him. It is vulnerable to run-under against most characters or air-to-airs, so don't throw it out often if they aren't dealing with items.
Occasionally used after a 2D > IAD / super jump for okizeme when you can't throw another item (e.g. food item on screen)
- Be aware that the explosion produced by "Love" can also hurt Faust himself.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1,2 | 2 | 7 |
- Explodes on self also(Self-blow up damage 30)
What Could This Be?
236P (Hold OK)
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
Total 23 [35] |
Faust's notorious item throw, be prepared for whatever item comes out and how your opponent will react to it. Faust's kit revolves around his items, so get as many out as you can.
Holding P lets Faust throw the item closer to himself and gives a chance to see which item it is. The startup is 25 frames when you do this, and recovers on frame 35.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Items
General Item Notes:
- Each item's recovery refers to when you are able to throw another.
- Some items have Jackpot versions, which have different properties than their normal versions. Whenever you would throw the normal version, it has a small chance of being the Jackpot version instead (20% normally, 10% if thrown via W-W-What Could This Be?).

Script mining in October 2018 gave futher insight into the percentage chance each item has of being produced from a normal throw.
Although the exact percentage is not stated for each item, but the relationships between each item are accurate enough.
Hammer and mini-faust are the most likely items, poison/chocolate/doughnut all have the same chance, etc.
Food
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
Donut/Chocolate | 16 Heal | 50 | 194 | pickup or expiry | |||
Donut Box/Large Chocolate | 48 Heal | 50 | 194 | pickup or expiry |
Food. Useful for restoring just enough HP to keep going for another hit, which is never bad, but beware that it stays on screen for a long time and prevents items from being thrown. The enemy does not *need* to pick it up if they don't want to, though if they are low on HP they might be desperate enough to go after it as well.
General Food information:
- Heals whoever picks up the food by walking over it.
- If any food is on the ground you can't throw another item (without super). Don't get yourself killed trying to pick it up.
- Sin gains 500 Calories should he pick up Faust's Food.
Donut Box and Golden Chocolate Bar are the Jackpot versions of Donut and Chocolate Bar.
- Golden chocolate bar also increases tension gain.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Donut/Chocolate | ||||||||||||||||||||||||||||||||||||||||
Donut Box/Large Chocolate |
Donut/Chocolate:
- Both items are functionally identical
Donut Box/Large Chocolate:
- Both items are functionally identical
Hammer
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
Hammer | 44 | All | 13 | 41 | contact or landing | ||
Golden Hammer | 44 | All | 13 | 41 | contact or landing |
Covers air space just above Faust's 6P range. Builds good stun.
Getting a hammer after a 6P hit on an aerial opponent lets you continue a combo meterless.
- Golden Hammer
Jackpot version of normal hammer. Deals 50% more stun than normal hammer.
- One counter hit from this item in addition to most combos is enough to stun Dizzy and Raven.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hammer | 4 | 20 | 6 | |||||||||||||||||||||||||||||||||||||
Golden Hammer | 4 | 20 | 6 |
Hammer:
- Stun: 88
Golden Hammer:
- Stun: 132
- Hitstop 20F
Chibi Faust
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
Chibi Faust | 25 | All | 45 | contact or landing | |||
Large Faust | 25 | All | 45 | contact or landing |
Also known as "Mini Faust". When either version of Chibi Faust touches the ground, you can throw another item to keep up pressure.
Chibi Faust enables Faust's setplay and will either force your opponent on the defensive, or cause them to jump and potentially get caught by an anti-air.
- Chibi Faust will float towards the ground, and start marching forward when he lands.
- Chibi Faust has a hitbox as soon as it starts floating.
- Can collide and trade with projectiles.
- Because he's so small, many projectiles will whiff over him once he's on the ground.
- Large Faust
Jackpot version of mini Faust. Also known as "Mega Faust".
- Same damage and behavior as Mini Faust, but much bigger.
The large hitbox means, for example, Ky's Stun EdgeGuard:
AllStartup:
10Recovery:
Total 46Advantage:
-10 will trade with this, whereas it harmlessly passes over mini Faust. This can be a good and a bad thing, depending on how you play around it and seize the opportunities.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Chibi Faust | 2 | 10 | 7 | |||||||||||||||||||||||||||||||||||||
Large Faust | 2 | 10 | 7 |
Chibi Faust: Large Faust:
Bomb
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
Bomb | 80 | All | 131 | 12 | explosion | ||
Fireworks | 80 | All | 192 | 12 | explosion |
Getting the Bomb is a good time to take to the sky and try to get an air throw or air-to-air. If they decide to block it on the ground, get pressure by throwing LoveGuard:
AllStartup:
21Recovery:
Total 43Advantage:
or airdashing over their head for a crossup. If they get hit, Faust gets to follow up with a combo. Not a bad item to get overall.
- Bomb has no hitbox until it explodes
- Can hurt both players.
- Fireworks
Jackpot version of normal bomb.
Instead of exploding on the ground, it flies into the air and detonates into fireworks. Fireworks becomes active a full second after regular bomb, so you can't use the same setups or combos.
- Faust can low profile the explosion by forward crawling, or with the 3rd hit of 2K. Pressing any other button will get you hit.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Bomb | 4 | 20 | 6 | |||||||||||||||||||||||||||||||||||||
Fireworks | 4 | 20 | 6 |
Bomb: Fireworks:
Meteors
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
Meteors | 36×6 | All | 196~ | 0 | all meteors land | ||
Gigantic Meteor | 36×7 | All | 196~ | 0 | last hit after landing |
After a short delay, meteors fall from the sky towards your opponent. Meteors will always fall toward the position on the screen (not stage) where your opponent was when you threw the item, though there is some random spread to the projectiles.
Your opponent will most likely try to move to the other side of the screen, or yourself, to avoid the meteors. Regardless if they do or don't, you have the floor to run a mix up.
- Gigantic Meteor
Jackpot version of meteor.
Hits 7 times and is huge (can take up 3/4ths of the screen) but has worse tracking.
If the opponent blocks it on the ground, it will completely obscure Faust and you can do any high/low mixup you like.
- The "correct" response from your opponent to this is to block it in the air.
- If they do, be ready to catch them with an anti-air or air throw after the impact.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Meteors | 4 | 20 | 10 | |||||||||||||||||||||||||||||||||||||
Gigantic Meteor | 4 | 20 | 10 |
Meteors: Gigantic Meteor:
- Hits standing Sol on 277F
Poison
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
10 | All | 85 | 50 | landing |
Creates a floating cloud that lingers and can halt approaches. As soon as Poison touches the ground, Faust can throw a new item, even before it goes active. Fill the screen with junk!
Has good vertical reach, and it is great for tick throws because it has minimal blockstun. If they do get hit by the poison, it could be prudent to play the lame game until the timer runs out.
- Poison applies a damage over time effect on hit that ignores guts rating.
- The effect disappears if the enemy hits Faust with an attack, throw, or burst.
- Due to characters' Guts property, poison damage is much more effective on lower health percentages.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 6 | 7 |
100 Ton Weight
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
100 Ton Weight | 44,0 | All,Unblockable | 13 | 43,1 | landing | ||
10000 Ton Weight | 44,0 | All,Unblockable | 13 | 43,1 | landing |
When the Weight hits the ground, any character that is on the ground takes an unblockable knockdown for no damage, similar to Potemkin's SlideheadGuard:
Low[Unblockable]Startup:
25[29]Recovery:
Total 54Advantage:
-11. This can bw avoided by jumping, backdashing, or with the invuln on 5D's startup.
The weight is very similar to the hammer, but drops much quicker. So jump and see if you can't get an air-to-air. Also, getting a weight after a 6P hit on an aerial opponent lets you continue a combo meterlessly.
- 10,000 Ton Weight
Jackpot version of 100 ton weight.
Acts similarly to 100 ton weight, but hits twice in the air (on the way up and on the way down) and secures an air knockdown if it hits in the air.
- The knockdown has a longer duration than 100 ton weight.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
100 Ton Weight | 4 | 20 | 6 | |||||||||||||||||||||||||||||||||||||
10000 Ton Weight | 4 | 20 | 6 |
100 Ton Weight:
- Stun: 88, 0
10000 Ton Weight:
- Stun: 88, 0
Drum Can
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
Drum Can | barrel expires | ||||||
Oil Combustion | 80 | All | 11 | 20 |
When the drum can hits the ground, oil spills out in a medium sized puddle.
The oil reduces friction, meaning that it slows movement and causes players to slide slightly.
- While Drum Can's barrel is on screen you can't throw another item out (without super), but during the fading animation you can toss again.
- Any fire-based attack will ignite the oil causing a fiery explosion similar to Potemkin's Trishula, which can hit both players.
Some moves which can ignite oil:
![]() |
Benten![]() AllStartup: 9Recovery: 35Advantage: -27, Rensen ![]() MidStartup: 13Recovery: 37Advantage: -13 |
![]() |
Fire Pillar![]() AllStartup: 26Recovery: Total 63Advantage: -11, Fire Spears ![]() AllStartup: 36Recovery: Total 48 (uncharged)Advantage: +14, Imperial Ray ![]() AllStartup: 7+1Recovery: Total 32Advantage: +49 |
![]() |
Pineberry![]() AllStartup: 10Recovery: Total: 33Advantage: -3 [+7], Genoverse ![]() AllStartup: 9+3Recovery: Total:39Advantage: +27 (When blocked or hit) |
![]() |
Love![]() AllStartup: 21Recovery: Total 43Advantage: , Bomb ![]() AllStartup: 131Recovery: explosionAdvantage: , Meteors ![]() AllStartup: 196~Recovery: all meteors landAdvantage: . |
![]() |
j.D![]() AllStartup: 21Recovery: Total: 32+10 After LandingAdvantage: , Explode ![]() Startup: 192Recovery: 12Advantage: (minion or box), Calvados ![]() AllStartup: 7+5Recovery: Until Landing + 12 AfterAdvantage: +9 |
![]() |
Gekirin![]() High/AirStartup: 18 [12]Recovery: Until Landing + 5Advantage: -1 (Lv 3 Only) |
![]() |
Trishula![]() MidStartup: 25Recovery: 18Advantage: -6 |
![]() |
Gunflame![]() AllStartup: 20Recovery: Total 50Advantage: -4, Ground Viper ![]() Lowx2~6, Midx3Startup: 17Recovery: 37+10 after landingAdvantage: -56, Volcanic Viper ![]() MidStartup: 5Recovery: 29+8 after landingAdvantage: -41, Break ![]() AllStartup: 22Recovery: 29 after landingAdvantage: +2 (D.I. Only), Tyrant Rave ![]() Mid,AllStartup: 5+1Recovery: 31Advantage: -15 |
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Drum Can | ||||||||||||||||||||||||||||||||||||||||
Oil Combustion | 4 | 20 | 6 |
Drum Can:
- Oil startup 124F,Stays for 420F
Oil Combustion:
Jump Pad
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
0 | Unblockable | 87 | 196 | expires |
Also known as "springboard". While you can't throw items until it's gone, you can throw items the moment it's triggered by the enemy.
The jump pad will fall to the ground, and will launch either player if they touch it. Both players can be launched simultaneously if they are both touching the pad when activated. If you are hit, you can tech when you are falling, which is recommended to do as soon as the opponent tries to catch you in the air, otherwise you are vulnerable to typical anti-air tactics.
- On hit, it'll launch a character high into the air in an untechable state.
- If you use a meaty above the jump pad or otherwise push the opponent into it, it is possible to combo after the hit. You have very little time however, and the damage is heavily prorated.
- The hit from Jump Pad can be blitzed.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial: 70% | 0 | -8/NA |
Black Hole
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
68 | 180 | landing |
Black hole pulls Faust, the opponent, and any items on the field into it. The pull from the Black Hole reduces how high players can jump when within its range of influence. You can item toss again once the orb hits the ground.
While this can be useful in a few situations, generally it just forces Faust into close range with their opponent which against some characters can be a very bad thing. Most air combos will fail. You get a few extra combo routes while the black hole is out however, so it isn't altogether bad.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- 68F onwards pulls in characters and items towards Black Hole
Helium Gas
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
112 | 425 | landing |
A joke item. The first character to touch it while it's sitting on the ground has the pitch of their voice elevated. That's it. Thankfully, item lockout will only occur while it's in the air, so you don't have to pick it up to keep playing.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Batting Items
236P > wait for reach > 5D
Faust has the ability to hit the items he throws from "What Could This Be?", by hitting them with his 5D move while they are in the air.
Depending on the position where the item is hit on Faust's bat, the angle and velocity of the throw will vary:
- The far point of the bat seems to give the highest velocity and an approximate 20° angle
- the closer, the higher and slower the throw will be.
All items Faust creates can be thrown this way, except for Meteors and Big Meteor. Batted items have the same hitboxes, damage, and recovery that they normally do. You can't "force feed" someone by throwing them food this way; The food item will simply pass through the other character and won't be consumable until it reaches the ground.
Because of the item toss angle, most items can't be batted unless you do the charged version of item toss (236[P]).
Items you can bat either way are:
- mini Fausts, mega Fausts
- Black Hole
- Helium Gas
- Oil Drum
Batting items is more silly than useful, though it can take opponents off guard. Most of the time it won't be optimal.
As an example, mini Faust will be much more useful walking on the ground than being a projectile. Its ground presence hampers your opponent, reducing the space accessible to them. Batting it only improves your aggressive potential short term, but would actively reduce your screen control in the long term.
Overdrives
Stimulating Fists of Annihilation
236236S or 236236D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
30,0,Refer to notes [37,0,Refer to notes] |
Low | 11+1 | 80 | 66 | -46 | 1~15F Full 16~17F Strike |
Faust dives into the ground, swimming with his hand extended out as an ranged low. His only invincible reversal besides 5D, though that can be YRC'd for better function. You should probably be careful about using it because of how telegraphed and predictable it is.
On hit, an angel and three reapers (black, green, and purple) are displayed then covered with four cups. Faust can switch these cups in specific patterns based on which button he presses, while the enemy must pick a cup to avoid taking damage. The goal is to make the opponent pick one of the reapers. On block, Faust is left insanely minus and will taunt awkwardly, at which point your opponent will gracefully kill you unless you RRC'd on block.
The Damage inflicted changes based on which of the 3 Reapers or Angel is picked:
- Black Reaper:100 [125], Green Reaper:140 [175], Purple Reaper:180 [225], Angel: 10 to self (RISC Level 6)
- If the Angel is chosen, there is a small chance it will turn into Black Reaper anyway.
- In the Burst version of this Overdrive, the Angel will always turn into Black Reaper.
- Controlling the Cups
Pressing buttons will swap the cups around. You can do this multiple times very quickly to disguise where the Angel ends up.
- P swaps the first two cups, K swaps the middle cups, S swaps the last two cups, and H swaps the first and last cups.
- As soon as the opponent presses a button, they are locked into that choice. So if they are mashing after they get hit, their selection will get locked in right away (the pointing hand will flash white and there is a sound effect). If this happens, you can try and swap the Purple Reaper to that position if you've been keeping track of your swaps.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | -6/+20 |
- Values in [ ] are for Burst version
- Damage changes based on any of the 3 Reapers and the Angel / Damage Reaper(Black):100 [125],Reaper(Green):140 [175],Reaper(Purple):180 [225],Angel:Upon Self 10(RISC -6)
- Stun: 0
- minimum Damage: 20% [50%]
W-W-What Could This Be?
236236P
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
236236P | Total 46(Super Freeze 1) | 1~6F Strike | |||||
236236236P | Total 51(Super Freeze 1) | 1~6F Strike |
Faust generally perfers to spend meter on Roman Cancels against competent players, but if you are feeling frivolous go ahead and use this one. Normal version throws 4 items. 100% version throws 10 items!
- The 100T weight can knock you down before you recover if thrown early, Bombs can blow you up in the 100% version, black hole will pull you towards your ensemble, Bombs destroy other items, Jump pad can save someone who'd otherwise be forced to block, You sometimes get a helium party, and multiple items tend to be redundant.
- Because of the risk of sabotaging yourself while tossing items, even if you are committed to using the 100% version on item toss super, it may be more prudent to simply do two delayed 4 item tosses. The extra 2 items are not worth risking accidentally cancelling it early because you threw something that would interrupt it.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236236P | ||||||||||||||||||||||||||||||||||||||||
236236236P |
236236P:
- Item startup at 7,17,27,42
236236236P:
- Item startup at 4,8,12,16,20,24,28,32,36,40
Instant Kill
This is...me?
During IK mode: 236236H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
DESTROY | All | 9+8 [5+5] |
6 | 31 | -20 | 9~22F Full [5~15F Full] |
Give them the makeover of their dreams. But really, don't use this unless you have a way to combo into it, or they are stunned.
- The speed of this IK in Hellfire state makes it reliable to land off an anti-air tap Blitz.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | 14 | 6 |
- [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
- IK Mode Activation: 82F [5F+5F]

Answer [★]
Axl Low [★]
Baiken [★]
Bedman [★]
Chipp Zanuff [★]
Dizzy [★]
Elphelt Valentine [★]
Faust [★]
I-No [★]
Jack-O' [★]
Jam Kuradoberi [★]
Johnny [★]
Kum Haehyun [★]
Ky Kiske [★]
Leo Whitefang [★]
May [★]
Millia Rage [★]
Potemkin [★]
Ramlethal Valentine [★]
Raven [★]
Sin Kiske [★]
Slayer [★]
Sol Badguy [★]
Venom [★]
Zato-1 [★]
Click [★] for character's full frame data
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